#version 330

layout (location = 0) in vec3 position;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform vec4 cc;

out vec4 ss;

void main()
{
	gl_Position = projection * view * model * vec4(position, 1.0);
	//gl_Position = vec4(position, 1.0);
	ss = cc;
}
